uniform sampler2D textureSource; uniform vec2 ScaleU; in vec2 uv; out vec4 fragcolor; void main() { vec4 color = vec4(0.0); color += texture( textureSource, uv.st + vec2( -3.0*ScaleU.x, -3.0*ScaleU.y ) ) * 0.015625; color += texture( textureSource, uv.st + vec2( -2.0*ScaleU.x, -2.0*ScaleU.y ) )*0.09375; color += texture( textureSource, uv.st + vec2( -1.0*ScaleU.x, -1.0*ScaleU.y ) )*0.234375; color += texture( textureSource, uv.st + vec2( 0.0 , 0.0) )*0.3125; color += texture( textureSource, uv.st + vec2( 1.0*ScaleU.x, 1.0*ScaleU.y ) )*0.234375; color += texture( textureSource, uv.st + vec2( 2.0*ScaleU.x, 2.0*ScaleU.y ) )*0.09375; color += texture( textureSource, uv.st + vec2( 3.0*ScaleU.x, -3.0*ScaleU.y ) ) * 0.015625; fragcolor = vec4(color.xyz, 1.0); }